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Messages - Carch

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1
oh. nevermind. this is on me. apologies. it seems that I opened the wrong download first and just assumed it was the one from the main page (bay12/dwarves). I feel like an idiot now XD
and yeah, I did that, and there was a 47.05 memory layout listed for 32 and 64 bit, just didn't match up with the... legacy.. 47.05? in either 32 or 64 bit. but I thought I'd started with the main download, and didn't. < <

2
so. I seem to have a new issue, can't find it on here. I downloaded the new version of DF (well. 'new' the january 28th one, 47.05); but dwarf therapist doesn't know how to talk to it? I tried the 64 bit, 32 bit. the legacy ones. none of them seem to work. they all return checksums that don't match up to the ones DT is looking for.

I got DT 41.2.2 from both the DFFD and the github, and really don't know what I can try at this point.

3
DF Community Games & Stories / Re: Breakfastpit - A Succession Farm - 44.12
« on: November 16, 2018, 08:23:46 am »
Well, farming is kind of a slow, dull process. And when dwarves are set to a slow, dull task, they have time to think. And when dwarves think, they tend to get ideas of how to make their slow, dull lives a bit more exciting...

Also...

[IC]
A REAL DWARF WOULD NEVER QUESTION THE NEED FOR AN ARMY OF UNDEAD WEREBEASTS, YOU MAGGOT!
[/IC]
[IC]
A Real dwarf doesn't need those, we should have several ranks of dwarves with axes and hammers, clad in steel, not rely on these... abominations... of !!science!!.. actually. I stand corrected. go ahead! WE SHALL SHOW THEM ALL HAHAHAHA!
[/IC]

4
DF Community Games & Stories / Re: Breakfastpit - A Succession Farm - 44.12
« on: November 15, 2018, 07:31:33 am »
I think the werebeast cloning bug only worked with undead  werebeast limbs anyway
... I was going to say something about needing to maybe turn the whole of akko undead to see if that still transforms. and then realized something:
We're supposed to be building a farm, and we're talking about cloning an army of werebeasts to unleash on the world.

5
DF Community Games & Stories / Re: Breakfastpit - A Succession Farm - 44.12
« on: November 13, 2018, 05:26:36 am »
you... cut off a werebeast hand. on a white sand tile?.... now I'm curious if a raised hand from a werebeast still transforms under a full moon. would be VERY breakfastpit for that to be the next problem we face. a severed hand reanimates and transforms into a full werebeast.

yeah... I think I started some copper? but barely got around to finishing the magma smelters before my turn ran out.

6
DF Community Games & Stories / Re: Breakfastpit - A Succession Farm - 44.12
« on: November 10, 2018, 09:07:08 am »
been a few weeks, any update?

7
I was going to say “that’s impossible, that’s not how macroscopic superposition works”, but dwarves have mastered quantum entanglement levers, so perhaps they’ve mastered quantum disentanglement as well.
not to mention quantum stockpiles and perpetual motion machines.

8
my guess is that since we all tried to hide the book ever since we got it, it wasn't being observed, and therefore in a quantum state where it was in both places at once. hence it could be both in the library, and the mausoleum (thus satisfying the movement order). and the dwarf who got the job to install it just happened to be closest to the mausoleum site to collapse the waveform there.  :P

9
Heeeey, screenshots of the fortress. Haven't seen many of those in a...

Oh. Oh god what the actual fuck. I knew this place was in a bad state, but my god. That clusterfuck of dirt rooms. The debris scattered everywhere. The asymmetrical dining hall. The complete lack of colour consistency. I mean, I know everyone was more focused on trying to survive the horrors of Breakfastpit than aesthetics, but one of the dining hall chairs is blue. WHY IS ONE OF THE CHAIRS BLUE?

And worst of all, the lack of farms. You had one job!
 
This fortress is gloriously awful. I can only assume the queen must have given up on this place years ago. I like to imagine there's an actual successor to Breadbowl elsewhere in this world that is happily sending back a small countries worth of food and drink every year, and the only reason Breakfastpit hasn't been abandoned is because nobody wanted to tell the crazy survivors of Breakfastpit that they'd been replaced.

you know. the dining room has grown on me. I think it's become like the one chair you love to bits that has one leg just ever so slightly shorter then the others. also I'm pretty sure I had some legendary brawls in there.
I do suspect my preference for using mined-out ore veins for coffins is to blame for the random crypts all over the place. but I needed them quickly and had the space available.

as for production... I'm.. not sure? we still seem to be producing quite a lot of food and drink. although one of the main problems has just become.. well. effectively the overhead needed to keep this place running.

10
well. I guess I'm finally snapping.

11
DF Community Games & Stories / Re: Breakfastpit - A Succession Farm - 44.12
« on: September 16, 2018, 03:09:49 am »
have I survived this far? also, is the corpse stockpile still just below the magma glass area I made? I needed to put it somewhere with less traffic then before, but by now it might no longer be the best spot. was always meant to be temporary.

12
DF Community Games & Stories / Re: Breakfastpit - A Succession Farm - 44.12
« on: September 06, 2018, 02:50:10 pm »
I think I smelted billion from just tetrahydrite back on my turn. since I had enough iron I didn't really need copper nor attempted to make bronze. so I figured I could make billion, and making it out of tetrahydrite makes for quite an increase in value. I think? been quite a while.

13
The airport has WiFi! The god of electronics be blessed.

"Clear glass?" said Dozebom. "That will take much more wood and work to make. Why not just green glass?" "I'm not an expert on optics," said Kogan, "but from what I recall, the color of light that you see an object as being is what the object didn't absorb. This applies to both plants and glass." Dozebom motioned to keep explaining, and Kogan continued. "Plants require light to grow - at least aboveground plants do. They absorb the light through their green leaves, which means that they absorb everything but green light. Green glass does the same thing - it absorbs everything but green light. So the light that passes through the green glass will not contain what the plants need to grow, so they won't give much food."
Yeah... No. Plump helmets don't need sunlight. They grow through the divine power of Ok the Gold of Copper! As for plants which only grow aboveground, they grow through the divine blessings of Alod, which showers them with the energy of order and healing. Alod's light is not perceptible to the dwarven eye, and if green glass blocks Alod's blessings then it is an unholy evil which must be melted down! Yet if it merely absorbs Alod's blessings then we must craft green glass figurines and instruments to place inside the temple.

This is practically useless, though. (In the truest sense of the word "practically," meaning "in practical terms".) It does not tell you whether a plant under a roof of green glass will grow. For that, we need biology, optics, material science, etc. Religion has its uses, but project analysis is not one of them.

Updating to 44.12. Wow, DFHack and the LNP updated quickly.
The reason underground plants grow is because they are not actually plants, but fungi in a symbiosis with some microbe that they harvest energy from, much like a lichen. The fungus provides raw materials for itself and the microbe, as well as protection from predators, in return for the energy. How the microbe attains it's energy is a mystery, but it seems to be a form from chemical reactions in conjunction with perhaps a system not unlike that found in a perpetual motion water reactor. The fungus may supplement this with microbes found in the soil. Whatever it is, it does not seem to be very efficient, hence why they need a loose materiel rich in nutrients, both for attaining of minerals and consumption of local microbes. More info on this theory later.
rather. the reason underground plants grow is because mud is in fact made up of tiny water reactors. so after a dose of water to 'prime the pump' they will keep running for centuries without exhausting the water that went into them. and the excess energy can be tapped into by the underground plants. above ground plants, however, lack the necessary evolution to interact with such a dwarven concept, and cannot grow underground. I suspect the fact they can grow below a 'solid' stone roof is that dwarves would leave small enough holes nothing can get in but sunlight can get in.

14
^ You should read Atölasob, it's basically that idea.

You could just send them away, if they are teetering on the brink of insanity. They will not come back unless you send a messenger to get them.
Assuming you update to 44.11

They're a elite crack team of solders capable of infiltrating and razing towns to the ground. Why send them for retirement when you can conquer the world with them? Oh, and demand yearly cheese tributes of course.
'you know. I think this place is terrible for farming.'
'what do we have?'
'Insane murderdwarves?'
'can we use them to get others to do the farming for us?'
'that's not a bad idea....'

15
lucky us too. and. yeah. stuff certainly happened.

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